Game
Die to Survive


3 years ago

After the switching from UE4 to UE5 i really start to love Nanite. It is just crazy what you can do if you dont have a poly limit for your models. But it is also time consuming as hell.




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Just finished a few new models for an outpost level. Also created some base blood mask for them as you can see in the picture.

I work on a new system for headshots.

I this picture you can see one of the early tests how the head looks like after a headshot.

Gore update for the game.

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UE5, Nanite and Vertex colors: I tested successfully the use of Nanite and only using vertext color information with all seen models for a cemetery in this scene (Beside the standart UE5 SK player model). No textures used at all.

This week's #FanArtFriday celebrates the release of #SecretOfTheMimic!

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I started working on the models for the hell level setting.

All SM models are Nanite models without using normal maps. The pile of heads dont use any UV´s and is only polypainted (vertex colors).

A new and much more improved demo of the game is now live and available for download on steam.

To name a few. A much more improved gore system, New enemy models, Improved corsshairs, Points for dismembering and more.

https://store.steampowered.com/app/1966330/Die_to_Survive/

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Here you can see a test about an arcade style collectables system (fully based on niagara). And the function for calculating impact zones for a dismember point system. Also calculating headshot / hit and miss statistics for the player profile.